Merge branch 'next-version-dev' of https://forgejo.damimani-alex.org/damimani/N3OW into next-version-dev

This commit is contained in:
edwardtheelbowhigh 2026-06-07 20:46:41 +01:00
commit 799b5d10e7
6 changed files with 533 additions and 2 deletions

View file

@ -561,8 +561,8 @@ zone_rouge_01 = {
} }
province_modifier = { province_modifier = {
travel_danger = 20 travel_danger = 30
defender_holding_advantage = 1 defender_holding_advantage = 2
holding_build_gold_cost = 0.15 holding_build_gold_cost = 0.15
build_gold_cost = 0.15 build_gold_cost = 0.15
build_speed = 0.15 build_speed = 0.15

View file

@ -16,6 +16,8 @@ on_travel_plan_movement = {
adventurer_encourage_relationships_on_action adventurer_encourage_relationships_on_action
migration_events_on_action migration_events_on_action
delay = { days = 1 } delay = { days = 1 }
zone_rouge_death_event
delay = { days = 10 }
} }
events = { events = {
@ -2097,3 +2099,20 @@ adventurer_encourage_relationships_on_action = {
100 = ep3_travel_option_events.0004 100 = ep3_travel_option_events.0004
} }
} }
#Arriving in the Zone Rouge
zone_rouge_death_event = {
trigger = {
current_travel_plan = {
current_location = {
has_building_with_flag = {
flag = travel_point_of_interest_zone_rouge
}
}
}
}
random_events = {
85 = 0
15 = NEOW_travel_event.0001
}
}

View file

@ -7,5 +7,6 @@
LIFESTYLE = wanderer LIFESTYLE = wanderer
VALUE = travel_minor_lifestyle_xp VALUE = travel_minor_lifestyle_xp
} }
custom_tooltip = zone_rouge_danger
} }
} }

View file

@ -0,0 +1,495 @@
namespace = NEOW_travel_event
NEOW_travel_event.0001 = { # Zone Rouge Death Zone
type = character_event
title = NEOW_travel_event.0001.t
desc = NEOW_travel_event.0001.desc
theme = travel_danger
left_portrait = {
character = root.current_travel_plan.travel_leader
animation = thinking
}
right_portrait = {
character = root
animation = worry
}
cooldown = { days = 10 }
trigger = {
is_travelling = yes
is_location_valid_for_travel_event_on_land = yes
location = {
barony = { has_building_with_flag = { flag = travel_point_of_interest_zone_rouge }}
}
}
immediate = {
play_music_cue = "mx_cue_negative"
}
option = { #You get lost
name = NEOW_travel_event.0001.a
random_list = {
50 = {
modifier = {
has_trait = paranoid
add = 5
}
modifier = {
has_trait = patient
add = 5
}
modifier = {
has_trait = strong
add = 5
}
modifier = {
has_trait = craven
add = 10
}
modifier = {
has_trait = lifestyle_traveler
add = 10
}
modifier = {
has_trait = shrewd
add = 20
}
modifier = {
has_trait = adventurer
add = 35
}
modifier = {
has_trait = intellect_good_1
factor = 1.1
}
modifier = {
has_trait = intellect_good_2
factor = 1.25
}
modifier = {
has_trait = intellect_good_3
factor = 1.5
}
modifier = {
has_trait = physique_good_1
factor = 1.1
}
modifier = {
has_trait = physique_good_2
factor = 1.25
}
modifier = {
has_trait = physique_good_3
factor = 1.5
}
modifier = {
culture = {
OR = {
has_cultural_pillar = heritage_mosellic
has_cultural_pillar = heritage_west_germanic
has_cultural_pillar = heritage_central_germanic
has_cultural_pillar = heritage_french
has_cultural_pillar = heritage_anglo_frisian
has_cultural_pillar = heritage_brythonic
has_cultural_pillar = heritage_rhaeto_helvetic
}
}
factor = 2
}
custom_tooltip = {
text = travel.zr_safe
}
send_interface_toast = {
title = travel.zr_survived
left_icon = root
stress_impact = {
diligent = minor_stress_impact_loss
brave = medium_stress_impact_loss
impatient = major_stress_impact_loss
lazy = minor_stress_impact_gain
craven = medium_stress_impact_gain
patient = major_stress_impact_gain
}
}
}
30 = {
modifier = {
has_trait = brave
add = 2
}
modifier = {
has_trait = impatient
add = 5
}
modifier = {
has_trait = fickle
add = 5
}
modifier = {
has_trait = spindly
add = 5
}
modifier = {
has_trait = weak
add = 5
}
modifier = {
has_trait = bleeder
add = 10
}
modifier = {
has_trait = dull
add = 10
}
modifier = {
has_trait = intellect_bad_1
factor = 1.1
}
modifier = {
has_trait = intellect_bad_2
factor = 1.25
}
modifier = {
has_trait = intellect_bad_3
factor = 1.5
}
modifier = {
has_trait = physique_bad_1
factor = 1.1
}
modifier = {
has_trait = physique_bad_2
factor = 1.25
}
modifier = {
has_trait = physique_bad_3
factor = 1.5
}
send_interface_toast = {
title = travel.zr_survived
left_icon = root
if = {
limit = {
has_trait = wounded_3
}
title = travel.zr_death
custom_tooltip = {
text = travel.zr_death
}
death = {
death_reason = death_mine_explosion
}
}
else_if = {
limit = {
has_trait = wounded_2
}
custom_tooltip = {
text = travel.zr_very_badly_wounded
}
stress_impact = {
brave = minor_stress_impact_loss
impatient = medium_stress_impact_loss
craven = minor_stress_impact_gain
patient = medium_stress_impact_gain
}
change_trait_rank = {
trait = wounded
rank = 1
max = 3
}
}
else_if = {
limit = {
has_trait = wounded_1
}
custom_tooltip = {
text = travel.zr_badly_wounded
}
stress_impact = {
diligent = minor_stress_impact_loss
brave = medium_stress_impact_loss
impatient = major_stress_impact_loss
lazy = minor_stress_impact_gain
craven = medium_stress_impact_gain
patient = major_stress_impact_gain
}
change_trait_rank = {
trait = wounded
rank = 1
max = 3
}
}
else = {
custom_tooltip = {
text = travel.zr_wounded
}
stress_impact = {
diligent = minor_stress_impact_loss
brave = medium_stress_impact_loss
impatient = major_stress_impact_loss
lazy = minor_stress_impact_gain
craven = medium_stress_impact_gain
patient = major_stress_impact_gain
}
add_trait = wounded_1
}
}
}
15 = {
modifier = {
has_trait = brave
add = 2
}
modifier = {
has_trait = impatient
add = 5
}
modifier = {
has_trait = fickle
add = 5
}
modifier = {
has_trait = spindly
add = 5
}
modifier = {
has_trait = weak
add = 15
}
modifier = {
has_trait = bleeder
add = 20
}
modifier = {
has_trait = dull
add = 10
}
modifier = {
has_trait = intellect_bad_1
factor = 1.1
}
modifier = {
has_trait = intellect_bad_2
factor = 1.25
}
modifier = {
has_trait = intellect_bad_3
factor = 1.5
}
modifier = {
has_trait = physique_bad_1
factor = 1.1
}
modifier = {
has_trait = physique_bad_2
factor = 1.25
}
modifier = {
has_trait = physique_bad_3
factor = 1.5
}
send_interface_toast = {
title = travel.zr_survived
left_icon = root
if = {
limit = {
has_trait = wounded_3
}
title = travel.zr_death
custom_tooltip = {
text = travel.zr_death
}
death = {
death_reason = death_mine_explosion
}
}
else_if = {
limit = {
has_trait = wounded_2
}
title = travel.zr_death
custom_tooltip = {
text = travel.zr_death
}
death = {
death_reason = death_mine_explosion
}
}
else_if = {
limit = {
has_trait = wounded_1
}
title = travel.zr_very_badly_wounded
custom_tooltip = {
text = travel.zr_very_badly_wounded
}
stress_impact = {
brave = minor_stress_impact_loss
impatient = medium_stress_impact_loss
craven = minor_stress_impact_gain
patient = medium_stress_impact_gain
}
change_trait_rank = {
trait = wounded
rank = 2
max = 3
}
}
else = {
title = travel.zr_badly_wounded
custom_tooltip = {
text = travel.zr_badly_wounded
}
stress_impact = {
diligent = minor_stress_impact_loss
brave = medium_stress_impact_loss
impatient = major_stress_impact_loss
lazy = minor_stress_impact_gain
craven = medium_stress_impact_gain
patient = major_stress_impact_gain
}
add_trait = wounded_2
}
}
}
5 = {
modifier = {
has_trait = brave
add = 10
}
modifier = {
has_trait = impatient
add = 5
}
modifier = {
has_trait = fickle
add = 5
}
modifier = {
has_trait = spindly
add = 5
}
modifier = {
has_trait = weak
add = 20
}
modifier = {
has_trait = bleeder
add = 50
}
modifier = {
has_trait = dull
add = 20
}
modifier = {
has_trait = intellect_bad_1
factor = 1.1
}
modifier = {
has_trait = intellect_bad_2
factor = 1.25
}
modifier = {
has_trait = intellect_bad_3
factor = 1.5
}
modifier = {
has_trait = physique_bad_1
factor = 1.1
}
modifier = {
has_trait = physique_bad_2
factor = 1.25
}
modifier = {
has_trait = physique_bad_3
factor = 1.5
}
custom_tooltip = {
text = travel.zr_death
}
send_interface_toast = {
title = travel.zr_death
left_icon = root
death = {
death_reason = death_mine_explosion
}
}
}
}
ai_chance = {
base = 20
}
}
option = { #You find a better way
name = NEOW_travel_event.0001.b
trigger = {
OR = {
has_trait = adventurer
has_trait_xp = {
trait = lifestyle_traveler
track = danger
value >= 90
}
}
}
custom_tooltip = {
text = travel.zr_escaped
}
stress_impact = {
brave = minor_stress_impact_gain
impatient = medium_stress_impact_gain
craven = minor_stress_impact_loss
patient = medium_stress_impact_loss
}
add_prestige = 150
send_interface_toast = {
title = travel.zr_survived
left_icon = root
}
current_travel_plan = {
delay_travel_plan = {
days = 7
}
}
ai_chance = {
base = 100
}
}
option = { #You take the losses and turn back
name = NEOW_travel_event.0001.c
custom_tooltip = {
text = travel.zr_escaped_long_way
}
stress_impact = {
diligent = minor_stress_impact_gain
brave = medium_stress_impact_gain
impatient = major_stress_impact_gain
lazy = minor_stress_impact_loss
craven = medium_stress_impact_loss
patient = major_stress_impact_loss
}
add_prestige = -150
send_interface_toast = {
title = travel.zr_survived
left_icon = root
}
current_travel_plan = {
delay_travel_plan = {
months = 1
}
}
ai_chance = {
base = 80
}
}
}

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@ -0,0 +1,2 @@
l_english:
zone_rouge_danger: "#negative_value This land is dangerous!"

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@ -0,0 +1,14 @@
l_english:
NEOW_travel_event.0001.t:0 "Lost in No Man's Land"
NEOW_travel_event.0001.desc:0 "As we make our way through No Man's Land, the road starts to slowly disappear into a narrow trail and as we continue we encounter signs that seem to indicate some kind of danger. As I look in front, I can see a clear path to our destination, but the signs worry me. I heard stories of people going missing in these woods, or people getting badly injured. \n\nAs I contemplated my next move, the entourage stopped and waited for my orders. Then someone asks me "Sir, should we continue down this path?""
NEOW_travel_event.0001.a:0 "It can't be that bad, can it?"
NEOW_travel_event.0001.b:0 "I think i can see a better and a safer route!"
NEOW_travel_event.0001.c:0 "We should turn back and find a safer road."
travel.zr_safe:0 "You managed to avoid everything in the land of no man, coming out alive."
travel.zr_wounded:0 "You fall down a pretty deep hole, how did it even get there?"
travel.zr_badly_wounded:0 "You step on something sharp, it hurts real bad, but luckily it didn't explode."
travel.zr_very_badly_wounded:0 "Somehow, you dodge a massive explosion, but parts of your skin were left behind."
travel.zr_death:0 "You probably shouldn't stepped on tha-..."
travel.zr_survived:0 "You manage to survive the "land of explosions.""
travel.zr_escaped:0 "You manage to find a slower but safe road and leave these lands without any injury."
travel.zr_escaped_long_way:0 "You manage to find a slower but safe road and leave these lands without any injury. However, you lost a lot of time."¨